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Topics - DarkAura

Pages: [1]
1
Closed / [Music] CTFMUS7 Update
« on: August 14, 2017, 05:07:48 PM »
Ever since Mega Man Unlimited got released, the music for MMCTF07 never got updated to the official piece of music that Kevvviiinnn wrote for the game.
I ripped the music and provided a download below for it.

The Map Card information would also need to be updated.

Music file

OLD:
- Stage 29
- N/A
- Kevvviiinnn

NEW:
- Cyclical Rampage
- Mega Man Unlimited
- Kevvviiinnn

2
Rejected / [Oversight] Various pits not triggering Beat Call
« on: July 04, 2017, 06:34:58 PM »
Since the scripts for the pits and Beat Call were changed for v5b, outside-area pits in some of the levels (mostly ones where Beat Call is not available) were not altered to have Beat Call function properly. Instead the player becomes invulnerable to the pit damage and Beat Call says inactive.

Maps affected: MM1GUT, MM1OIL* ,MM2BUB, MM3SNA, MM3TOP, MM4TOA, MM4RIN, MM4DW1**, MM5CHA, MM5STO, MM5NAP, MM5CRY, MM5DAR, MM6BLI, MM6YAM, MM6MRX, MM7SHA, MM8FRO, MMBDYN, MMBGRO, MMWTBRG, MMCTF02, MMCTF05***, MMCTF08, MMCTF11, MMCTF12, MMCTF18

*Has no pits, but Beat Call makes you immune to damage from the non-lethal oil ponds
**The underwater spike pits register as "drowning" in the code and shouldn't activate Beat Call.
***Works fine on the lava pools, but not any of the pits

MM1BOM, MM2AIR, MM2MET, MM3MAG, MM4BRI, MM5GRA, MM6WIN, MM8CLO, MM9TOR, MMCTF13, MMCTF24 uses the old script, but Beat Call still functions.
(click to show/hide)

3
Closed / [Improved Sprites] Flash Man
« on: May 28, 2017, 01:35:31 AM »
Flash's overall skin design is kinda bleh, so let's (attempt to) fix that.



Major changes to skin:
*Buster orientation on front-facing sprites, [A1], [B1], etc., sprites switched from left to right to stay true to the canon.
*Thinned the head on front-facing sprites.
*Skin tones changed to be more accurate to the in-game sprites (Doom Color #215)
*Stance on standing frames altered (one leg facing forward, slightly outward, other leg facing to Flash's left.)
*Design of back/diagonal and back frames tweaked.
*Shine on forehead crystal changed to white.
*Front pain sprite is mirrored.
*Height of [B4B6/D4D6] and [B5/D6] shortened by 1px.

Anything else I missed, lemme know.

4
Closed / [Sprite error] Concrete Man
« on: October 30, 2016, 09:53:24 PM »
Concrete's shoulders on his [A6A4] sprite don't line up with the other [A] sprites. Possible correction included.


5
Closed / [Suggestion] Music "Cards"
« on: October 18, 2016, 02:31:06 AM »
technically they aren't cards, but that hasn't stopped me before.

I came up wih this nifty idea when I thought about making maps. On some maps that I've seen, like the core's CTF maps, the text on the lower-left corner tells you the music and the music's "synther" or author. As i see it, it's boring text and, on occasion with certain maps and what information the mappers divulge, some things wanting to be known are omitted, like the CHANGEMUS code or what game/album it's from or anything. While making my first personal map (don't ask about it because it'll be aeons before it actually gets done) I made a small pic with the music details written on it:



Not the exact one used for it's just as an example.

So I thought it'd be nice to have something like this, even in some other variation, for maps with custom music. Would it take up more space? Yes, but it will offer a more intresting method of delivering the info to the player while keeping with the 8-bit appearance and it'd be easier to read...at least, in my own opinion.

6
Closed / [Bug] Assorted Bugs
« on: August 24, 2016, 07:59:30 PM »
If I bring up anything that has either been mentioned and/or resolved, forgive me.

* When testing any of the Buster Upgrades at Light's Lab, it gives you the weapon instead of replacing the Mega Buster with it. Another bug associated with this is that you are unable to swap weapons via your WEAPPREV bind from the Mega Buster to any Buster Upgrade including IG Metal Blade (if you have no other weapons besides the latter.)

* I know that it is impossible to do (unless proven wrong,) but Gamma can be knocked down by either Mega Ball or Oil Slider. Doing so will produce a pain sound that is abnormally loud.

* KO'd Gamma can still be hit by Super Arm and Ballad Cracker even though it will just re-trigger him getting knocked out.

*Tornado Man's skin has these fluxuating black pixels underneath his arm on his Front and Back second firing sprites (shown in red on the picture below.)


*Whenever a player walks, regardless of skin, there is one frame where the player's sprite will jitter to the first walking sprite and back to standing after the code for walking finishes. This is caused by the PlayerPawn actor coding:
Code: [Select]
Spawn:
PLY1 A 0
PLY1 B 1
PLY1 A 1
Goto Spawn+2
See:
PLY1 BCDE 5
Goto Spawn

The solution to this would be to edit the actor's "See" states thusly:
Code: [Select]
See:
PLY1 BCDE 5
Goto Spawn+2

*I'm almost fairly certain that I pointed this out years ago and I'm slightly miffed that it wasn't resolved.
(click to show/hide)
Looking through DoomBuilder shows that this is caused by the F_SKY1 textures behind those walls. As to why they were pasted there to begin with is anybody's guess.

I haven't gone through everything and might post another thing in the future when I get to it.

7
Closed / [Suggestion] Weapon Tags
« on: July 11, 2016, 02:10:07 PM »
Quote from: "zdoom.org/wiki"
    Tag name
Gives the actor a name. The names are used in the key display on Strife's status bar and the default actor name in Strife's dialogs, as well as the name of the currently selected inventory item when the invquery console command is called.
So i found this under Actor Properties and thought that this could be useful in some way. It assigns a name to any actor and is called upon for dialogs and other things. The reason why I bring this up is that this can be used to change the name of the Weapons and Items as you switch between them.

For example:
Code: [Select]
Tag "Rolling Cutter" Adding this to the code of RollingCutterWep will make it so it displays Rolling Cutter instead of RollingCutterWep when switching to it.

8
Help & Editing / SLumpEd data recovery.
« on: January 05, 2013, 05:06:32 PM »
I seem to have lost everything on something I was working on with SLumpEd. Is there any possible way of using the .bak file to recover all of it? and if so, how?

9
Help & Editing / Class skin help
« on: March 22, 2012, 06:33:58 AM »
Trying to make a skin for a class I'm working on and I'm getting this error.

Effective sprite height of skin Base too big! Downsizing.
Offending lump name NINHG1.
Effective sprite width of skin Base too big! Downsizing.
Offending lump name NINHG5.


Execution could not continue.

The base skin sprite of player class NothingIntrestingHere exceeds the limits!

NINHG1's height is 38.
NINHG5's width is 49.

Will putting in a SKININFO lump in some way resolve this or is there some other way?

10
W.I.P Forum / [EXPANSION] Metroid Prime: Hunters
« on: December 25, 2011, 02:16:06 PM »


Metroid Prime: Hunters is a spin-off title to the Original Metroid Prime Trilogy. This game has 7 6 new weapons, 7 6 new characters, and 20+ maps as well as a few new, somewhat altered versions of Deathmatch's game modes, game modes.


WEAPONS:

Power Beam: OPEN
Missile Launcher: OPEN
Battlehammer: OPEN
Volt Driver: OPEN
Judicator: OPEN
Magmaul: OPEN
Shock Coil: OPEN
Imperialist: OPEN
Omega Cannon: OPEN

Weapon Damage Chart:

(click to show/hide)
MAPS: (Note: Custom textures are not needed. Just use Megaman textures that fit the map's theme.)

Combat Hall: OPEN
Data Shrine: Completed by DarkAura
Processor Core: Completed by DarkAura
High Ground: OPEN
Ice Hive: Reserved by DarkAura
Alinos Perch: OPEN
SIC Transit: OPEN
Transfer Lock: OPEN
Sanctorus: OPEN
Compression Chamber: OPEN
Incubation Vault: OPEN
Subterranean: OPEN
Outer Reach: OPEN
Harvester: OPEN
Weapon Complex: OPEN
Council Chamber: OPEN
Elder Passage: OPEN
Fuel Stack: OPEN
Fault Line: OPEN
Stasis Bunker: OPEN
Head Shot: OPEN
Celestial Gateway: OPEN
Alinos Gateway: OPEN
VDO Gateway: OPEN
Arcterra Gateway: OPEN
Oubliette: OPEN

SKINS: (Note: Skins are OPTIONAL)

Samus Aran:: OPEN
Weavel: OPEN
Kanden: OPEN
Noxus: OPEN
Spire: OPEN
Sylux: OPEN
Trace: OPEN
Gorea Phase 1: OPEN
Gorea Phase 2: OPEN


As for the proof, this is one of the maps: Data Shrine.
(click to show/hide)

11
General Gaming Discussion / General Elder Scrolls Topic
« on: November 10, 2011, 11:54:29 PM »
I thought that, since I'm a fan of Elder Scrolls: Oblivion and with the world-wide release of Skyrim in a couple of days, that I should make this discussion topic.

Discuss anything here involving either Elder Scrolls: Oblivion or Elder Scrolls: Skyrim in this topic. Anything from best weapons, rare artifacts, and skill levels. And don't forget about the Shivering Isles, Knights of the Nine, etc. expansions.

Let's see how long this thread lasts.

12
Mega Man Discussion / Megaman: Day in the Limelight 2 (V1.0 Release.)
« on: October 18, 2011, 03:54:49 PM »
From the creators of Mushroom Kingdom Fusion comes:



Version 1.0 is the complete game!

Download Here!

13
Help & Editing / 3D Conveyor Belts?
« on: October 04, 2011, 01:07:46 AM »
Just a quick question we need answered:

Is it possible to make 3D floors that can be used as conveyour belts at the same time?

14
DECORATE and ACS Modifications / Aura's Weapon Archive (V1 In Stores Now!)
« on: September 17, 2011, 11:51:12 PM »
*generic welcome greeting*
Meh, I'll get fancier about it when I feel up to it.

*Links removed due to "some" poor coding. Will reupload between the time of now and never.*

15


Obligatory shopping music

----------

Welcome to the Cloning Facility, guaranteed to make your skin-downloading experience better...hopefully.

So, here's how it work:

1. Look below for two different tables: one with all the Skins I have available and another for Music.
2. Click on the Skin/Music pack(s) you wish to download.
3. Save the pack(s) in your Skins folder.
4. Look FABULOUS while listening to KICKIN' music!

-------------------











--------------------







Music packs contain README.txt files with a list of the music in the downloaded pack.

--------------------

Credits
NO-Body-The-Dragon - Designing original sprites for Toon Robotnik.
ACESpark - Designing original sprites for SNO Miser and HEAT Miser
Blaze Yeager - Designing Megaman-Quote skin.
Robert Seaton - Mega Man Returns music composition.
Jake "Virt" Kaufman - Shantae music composition.
Yasuhiko Fukuda - Wario Blast music composition

--------------------

Is the new set-up any good compared to the original?
Did the Skin and Music packs meet, or exceed, your expectations and want to praise me for it?
Am I forgetting to credit someone or crediting the wrong person/people for the work provided?
Possibly an inconsistant error you found with one of the packs that needs to be addressed?
Or maybe you just wanna chit-chat?

Comment here, or slide me a PM, and I'll answer it as best as I can!

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